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[Mod Request] Player Skill-Based Pickpocketing


Proa

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I love playing as a thief in RPGs but I've always disliked RNG-based pickpocketing. I want player input, skill, and learning to curve to matter, not rolls of the dice. When you take away player agency, players just result to save scumming until they feel that they haven't been cheated out of the experience. With that said, here's an example of a player skill-based pickpocketing system:

 

The green color that flashes when pickpocketing means that you've found an item on the target, but I would have prefer it if the color was an indication of how close you are to being caught. Green would mean that you're in the clear and if you reached dark red, then you would be caught. The area between the starting point and the yellow notch would be the safe zone.

 

The idea is that you start the pickpocketing and constantly move your cursor in order to stay out of the red. The longer you maintain this, the more time you have to get the items upon letting go, just like the current system. The safe zone is just there to give you a second to get out of the red area and if you let go within the safe zone, then you will automatically be caught. The higher your pickpocketing, the larger the green area is that you're trying to find and stay in. That's my idea for skilled-based, RNG-less pickpocketing. Unfortunately, I don't know how to mod and I'm not even sure if we have to capacity to implement such a system yet.

 

If anything, someone could also just take the lockpicking minigame, replace the textures to look like a hand in a pocket, and upon "unlocking" it, you would be placed in this menu with a specific amount of time to gather items. I'm not particularly picky about what system is used, I just want something that's not a roll of the dice or super easy.

Edited by Proa
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